
Dr Hannah R. Marston
Senior Research Fellow
School of Health, Wellbeing & Social Care
Biography
Professional biography
A versatile, creative and interdisciplinary researcher with an international background, and who conducts interdisciplinary research nationally and internationally, with a track record of publications within health and well-being, gerontology, digital technologies, and video games, who is organized, a planner, and a listener with additional expertise in writing, presentations, leadership, and collaboration.
PhD Students:
Currently accepting doctoral students.
- There is a Faculty funded PhD proposal 'Digital transformation and its impact in a cashless society on marginalised communities' available. If you are interested in this proposal please do email for an informal conversation.
- More information about the application process, and funding can be found here
COVID-19 Related Research
#COVID19 is a worldwide pandemic and crises for all governments and citizens. Technology will and is playing an important role within our respective communities to maintain work, communication, sharing information and more importantly reduce isolation and loneliness for all!
Study 1 - COVID19: Technology, Social Connections, Loneliness, & Leisure Activities [ongoing]
- Comprises of 11 study sites which have rolled out an online survey (translated) into respective languages. More information can be found here
- Marston, H.R., Ivan, L., Fernández-Ardèvol, M., Rosales Climent, A., Gómez-León, M., Blanche, D., Earle, S., Ko, P.C., Colas, S., Bilir, B., Öztürk Çalıkoğl., Arslan, H., Kanozia, R., Kriebernegg, U., Großschädl, F., Reer, F., Quandt, T., Buttigieg, S.C., Alexandra Silva, P., Gallistl, V., & Rohner, R. (2020). COVID-19: Technology, Social Connections, Loneliness & Leisure Activities: An International Study Protocol. Front. Sociol. doi:10.3389/fsoc.2020.574811
- Marston, H.R., Ko, P-C., Prabhu, V.G., Freeman, S., Ross, C., Sharaievska, I., Browning, MHEM., Earle, S., Ivan, L., Kanozia, R., Çalıkoğlu, H.Ö., Arslan, H., Bilir-Koca, B., Silva, P.A., Buttigieg, S.C., Großschädl, F., & Schüttengruber, G. (2023). Digital Practices by Citizens During the COVID-19 Pandemic: Findings From an International Multisite Study. JMIR Ment Health 2023;10:e41304 doi: 10.2196/41304
- Chidiac, M., Ross, C., Marston, H.R., & Freeman, S. (2022). Age and Gender Perspectives on Social Media and Technology Practices During the COVID-19 Pandemic. IJERP; 19(21), 13969; https://doi.org/10.3390/ijerph192113969
Study 2 - Vulnerable Young People Living With Life-Limiting/Life-Threatening Conditions and Their Families.
- For more information about this study can be found here
- Earle S, Blackburn M, Chambers L, Downing J, Flemming K, Hale J, Marston, H.R, et al. ‘Whose life are They Going to Save? It’s Probably Not Going to be Mine!’ Living With a Life-Shortening Condition During the Coronavirus (COVID-19) Pandemic: A Grounded Theory Study of Embodied Precarity. Qualitative Health Research. 2022;0(0). doi:10.1177/10497323221131692
- Sinason, V., Blackburn, M.C., & Dennison, P.H. (2020) ‘COVID-19: Addressing the wellbeing of residents living in an apartment block in the UK’. European Society of Trauma and Dissociation, 10 (2), August 2020, 23-26.
- Earle, S., et al. (2021). “I Could Almost Just Disappear, And Would Anyone Really Notice?” Precariousness And Precarity When Living With A Life-Limiting Or Life-Threatening Condition During The Coronavirus (COVID-19) Pandemic In The UK”. Presented at the European Sociological Association Conference
Study 3 - Dating Apps, Social Connections, Loneliness & Mental Health in a Pandemic.
- For more information about this study can be found here
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Marston, H.R., Earle, S., Morgan, J., & Hadley, R.A. (forthcoming). Ethical Concerns and Risks Surrounding Dating Apps: Findings from a UK Covid-19 Study. In: Ethics and Aging: A Cross-Disciplinary Approach. Niles-Yokum, K., & Marston, H.R. (Eds).
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Marston, H.R., Morgan, D.J., Earle, S., & Hadley, R.A. (2023). Shiver Me Tinders and Ring a Ding for a Fling—Sex Tech Use during COVID-19: Findings from a UK Study. Healthcare; 11(6), 897; https://doi.org/10.3390/healthcare11060897
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Podcast: Marston, H.R., & Morgan, D.J. (2021). Has Covid-19 changed the dating world? Podcast interview: Catch yerself on. 24 June 2021.
Peer-reviewed journal papers:
- Marston, H.R., & Morgan, D.J. (2020) Technology & Social Media during COVID-19 Pandemic. Special Issue: COVID-19 & Geriatric Mental Health Worldwide. IPA Bulletin; 3(2). Available from https://www.ipa-online.org/publications/ipa-bulletin/featured-articles/covid-19-bulletin-articles/technology-social-media-during-covid19
- Marston, H.R., & Kowert, R. (2020). What role can videogames play in the COVID-19 pandemic?. Emerald Open Res, 2:34. https://emeraldopenresearch.com/articles/2-34/v1
- White, P.J., Marston, H.R., Shore, L., and Turner, R. (2020). Learning from COVID-19: Design, Age-friendly Technology, Hacking and Mental Models [version 1; peer review: awaiting peer review]. Emerald Open Res, 2:21 https://doi.org/10.35241/emeraldopenres.13599.1
- Sheerman, L., Marston H.R., Musselwhite, C., & Morgan, D. (2020). COVID-19 and the secret virtual assistants: the social weapons for a state of emergency [version 1; peer review: awaiting peer review]. Emerald Open Res, 2:19 https://doi.org/10.35241/emeraldopenres.13571.1
Books:
- H.R. Marston (Ed.). Society and Technology: Promoting Well-Being in a Digital Age? Cognella, San Diego, USA. ISBN: 979-8-8233-6039-5
- Marston, H.R., Shore, L., Stoops, L., & Turner, R.S. (2022). Transgenerational Technology and Interactions for the 21st Century: Perspectives and Narratives. Emerald. ISBN: 9781839826399.
Special Journal Issues:
- Marston, H.R., Ivan, L., Rosenberg, D., & Ratzenboech, B. (2022). Post-pandemic Digital Realities of Older Adults. Editoral. Front. Psychol. 28 August, 2023. Sec. Human-Media Interaction, Vol 24.
Blog pieces:
- Marston, H.R., Morgan, D.J., Wilson, G., & Gates, J. (2021). You Can Only Pass Go With A Digital Pass. Ageing Issues Blog, 14th June 2021.
- Marston, H.,R & Morgan, D.J. (2021). Happy New Year, 3rd Wave, Lockdown 3.0 & Easter. Ageing Issues Blog, The British Society of Gerontology, 22nd January 2021.
- Marston, H.R., & Morgan, D.J. (2021). Freedom is coming Dating Apps, Social Connections, Cheeky Snogs & Nooky. Ageing Issues Blog, 14th June 2021.
- Marston, H.R., & van Hoof, J. (2021). Age-friendly cities and communities of the 21st Century. Ageing Issues Blog, 9th February 2021.
- Marston, H.,R & Morgan, D.J. (2020). Lockdown 2.0: Gunpowder Plot, Digital Christmas, Sex and Relationships. Ageing Issues Blog, The British Society of Gerontology, 2nd November 2020
- Marston, H.R., Musselwhite, C., & Hadley, R.A. (2020). COVID-19 vs Social Isolation: the Impact Technology can have on Communities, Social Connections and Citizens. Ageing Issues, The British Society of Gerontology.
Written Evidence:
- Marston, H.R., et al., (2020) – Research Evidence#1 LBCO224 – Life beyond COVID. Submitted 30th August, published 18th September 2020, COVID-19 Committee. Written evidence
- Morgan, D.J., Marston, H.R., & Hadley, R. (2020) – Research Evidence#2 LBCO135 – Life beyond COVID. Submitted 27th August, published 18th September 2020, COVID-19 Committee. Written evidence
- Marston, H.R., Wilson, G., Morgan, D.J., & Gates, J. (2020) – Research Evidence#3 LOL0017 – Living online: the long-term impact on wellbeing. Submitted, 4th December 2020, published 15th December 2020, COVID-19 Committee. Written evidence.
****See 'Impact and engagement' section below for more written evidence and pathways to impact
Research interests
- Digital practices and engagement, digital health, videogames and Intergenerational gaming
- Gerontology, life course/span, Active, Healthy Ageing, & Wellbeing
- Age-friendly Cities and Communities (AFCC)
- Game design, Flow/Immersion, Gamification
- Geographic locations (e.g., City/Urban; Blue Zones), Age, Ageing Without Children (AWOC), Sex, Gender
Impact and engagement
All-Party Parliamentary Group
- Hannah was invited to attend a round table discussion as part of the Assistive Technology All-Party Parliamentary Group (@AT_APPG) and she is also a member of the Smart Homes Commission.
Pathways to Impact:
- Nuffield Council on Bioethics. (2023). The future of ageing: ethical considerations for research and innovation. Published 25.04.23. [evidence submission & research projects cited]
- Gilbert, C. (2022). Smarter Homes for Independent Living: Putting People In Control Of Their Lives. Policy Connect. [Research cited]
- Age-friendly World, World Health Organization (2022). Cardiff. Icon booklets – created via the Adjust Tech, Accessible Technology (ATAT) project.
- Research contribution & engagement (Steering group member): Policy Connect publish the ‘Smarter Homes For Independent Living’, 28th April 2022.
- Age-friendly World, World Health Organization (2021). The Hague. 10 Questions concerning age-friendly cities and communities and the built environment published.
- The full citation of this paper is: van Hoof, J., Marston, H.R., Kazak, J.K., & Buffel, T. (2021). Ten Questions Concerning Age-Friendly Cities and Communities and the Built Environment. Building and Environment; 107922. https://doi.org/10.1016/j.buildenv.2021.107922
- ‘Beyond Digital: Planning for a Hybrid World’ report: House of Lords Covid-19 Committee (2021). Beyond Digital: Planning for a Hybrid World. 1st Report of Session 2019-21. Published 21st April 2021. Output c is cited in this document.
Research evidence submitted to the UK COVID-19 Committee. All evidence is available via here.
- Marston, H.R., et al., (2020) – Research Evidence#1 LBCO224 – Life beyond COVID. Submitted 30th August, published 18th September 2020, COVID-19 Committee. Written evidence
- Morgan, D.J., Marston, H.R., & Hadley, R. (2020) – Research Evidence#2 LBCO135 – Life beyond COVID. Submitted 27th August, published 18th September 2020, COVID-19 Committee. Written evidence
- Marston, H.R., Wilson, G., Morgan, D.J., & Gates, J. (2020) – Research Evidence#3 LOL0017 – Living online: the long-term impact on wellbeing. Submitted, 4th December 2020, published 15th December 2020, COVID-19 Committee. Written evidence
- The “A Health Impact Assessment of ‘Staying at Home and Social Distancing Policy’ in Wales in response to the COVID-19 pandemic” (2020) published by Public Health Wales cites the ‘COVID-19 vs Social Isolation: the Impact Technology can have Communities, Social Connections and Citizens‘ Ageing Issues Blog.
- Written evidence, to the Science and Technology Ageing: Science, Technology and Healthy Living Committee (Lords), 22nd October 2019. Science and Technology Committee (Lords).
- Knowledge Exchange Seminar Series (KESS), Northern Ireland Assembly, Stormont, Belfast, UK.
Marston, H.R., Freeman, S., Genoe, R., Kulcyzki, C., & Musselwhite, C. (2018). The Cohesiveness of Technology In Later Life: Findings from the Technology In Later Life (TILL) Project. Policy Briefing, Knowledge Exchange Seminar Series (KESS), Northern Ireland Assembly, Stormont, Belfast, UK.
- E-Sport und Serious Games: Videospiele im Sportkontext. Eine Bibliogrphie. Bundesinstitut für Sportwissenschaft. Streppelhoff, R.W. (2018). E-Sport und Serious Games: Videospiele im Sportkontext. Eine Bibliogrphie. Bundesinstitut für Sportwissenschaft. Politics and the German Olympic Sport Confederation are evaluating the phenomenon of E-Sports and a bibliography was compiled by Streppelhoff on behalf of the German Federal Institute of Sport Science. This publication is the first step for politicians and sport federations to better understand the different types of videogames and their role in different parts of economy and society The report is in German and is available here
Public Engagement & Knowledge Exchange:
- Panel member. Session 1.3: From disconnection to empowerment in the digital age: exploring age-friendly environments and technological solutions. (2023). World Health Organization European Region Symposium on the Future of Health Systems in a Digital Era. 5-7 September 2023, Porto, Portugal.
- #TheArchitectureOfAgeing – Interview series, September 2022. de Architekten Cie, Amsterdam, NL.
- AgeTech Innovation Week – Panel session ‘What is the pandemic’s long-term impact on AgeTech?’ Panel members: Professor Andrew Sixsmith, Dr Hannah R. Marston, Sara Aghvami and Professor Joseph Coughlin (Moderator). The full panel session is available via the AGE-WELL NCE YouTube Channel
- Marston, H.R., & Morgan, D.J. (2021). Has Covid-19 changed the dating world? Podcast interview: Catch yerself on.
- Kelly, H. (2021). They laughed, they cried, they killed monsters: How friendships thrived in video games during the pandemic. The Washington Post, 20th March 2021. Retrieved from https://www.washingtonpost.com/technology/2021/03/20/video-games-pandemic-friends/. Accessed 24th May 2021
- Marston, H.R. (2019). A review of Age Friendly Virtual Assistive Technologies and their Effect on Daily Living for Carers and Dependent Adults. Ageing Bites, The British Society of Gerontology
- Marston, H.R. (2019). From Arcade to World Wide Web - how intergenerational gaming can help you pick up an extra life. Massive Entertainment, Malmo, Sweden
- Marston, H.R. (2018). Assistive Technologies for an Ageing Society. 1st November 2018 MediLink/H&W PRA Assistive Technologies ACTIS Project Event
- Marston, H.R. (2018). Too Old for the 21st Century? Presented at the Quaker’s Ackworth School, Ackworth, West Yorkshire, 19th March, 2018.
- Marston, H.R. (2018). Intergenerational Gaming. Interview between Dr H.R. Marston and NETLab. at the International Child and Information Safety Congress "Digital Games". Ankara, Turkey. http://cocukvebilisim.com/en/ Interview available here
- Marston, H.R. (2017). Using Gamification to Support Active & Assistive Living in the Elderly. 8th
- Marston, H.R. (2011). Video Game Technology Supporting the Elderly. Radio Interview, 16th October, 2011. Interviewer: Professor J. Gackenbach, Department of Psychology at Grant MacEwan University, Edmonton, Alberta. The focus of the interview was based upon the effects of video games within an ageing society. Radio Interview - 15th October 2012 – available via here:
Keynote & Guest Speaker Presentations, & Lectures:
- Marston, H.R. (forthcoming). Keynote speaker at the AFC Balkans Network, Skopje, North Macedonia, May 2025.
- Marston, H.R. (2023). Digitalising the built environment for all generations: A new paradigm for equity and inclusive age-friendly cities and communities. Korean Association of Products and Services for Senior Citizens (KAPASS). Seoul Republic of Korea. 14th December 2023. Online presentation.
- Morgan, D.J., Marston, H.R., Maddock, C., Williams, A., Wilson-Menzfeld, G., Jones, E., & Gates, J. (2023). Adjusting Technology for an Ageing Population: Co-Producing Technological Solutions With Older Adults. Abstract Citation: Innovation in Aging, 7; Issue Supplement 1: 1170-1171. https://doi.org/10.1093/geroni/igad104.3753
- Marston, H.R. (2023). Why Are Digital GAmes Important for the Future? Keynote. Animex Research & Innovation Conference. Teesside University, April.
- Marston, H.R. & Morgan, D.J. (2021). OK Cupid do your best, while I Bumble around Tindering for my love, a hook-up or a FWB...! Online webinar for CADR, Swansea University, 16th Februrary 2021.
- Marston, H.R. (2018). Assistive Technologies for an Ageing Society. 1st November 2018 MediLink/H&W PRA Assistive Technologies ACTIS Project Event
- Marston, H.R. (2018). Multi-disciplinary work in the 21st century. 26th April, Waterford Institute of Technology, Ireland.
- Marston, H.R. (April, 2018). Digital Games, & ICT For All in the 21st Century! What do we know so far? To be presented at the International Child and Information Safety Congress "Digital Games". Ankara, Turkey. 11-13 April 2018. http://cocukvebilisim.com/en/
- Marston, H.R. (2018). Too Old for the 21st Century? 19th March, 2018. Ackworth School, Pontefract West Yorkshire.
- Marston, H.R. (2017). Using Gamification to Support Active & Assistive Living in the Elderly. 8th November 2017. MediLink/H&W PRA Gamification Special Interest Group, ACTIS Project Event.
- Marston, H.R. (2017). Health & Wellbeing in the Digital Age. Workshop on Organization development. Centre for Policing Research & Learning. The Open University, 3 August 2017.
- Marston, H.R. (2016). Technology use for adults 70+ years & life-logging of one's life in the 21st Century. Waterford Institute of Technology, Ireland. Thursday 11th February 2016, Adobe Connect.
- Marston, H.R. (2015). What's it all about? Technology & Ageing in the 21st Century. April 16, 2015. Waterford Institute of Technology, Ireland.
- Marston, H.R. (2012). Technology & Ageing. Centre for Innovative Ageing, Swansea University, Wales. This guest lecture was conducted via Skype due to the geographic locations of the guest speaker (Cologne, Germany) and the Masters students (Swansea, Wales, UK).
- Marston, H.R. (2010). Understanding Gaming Technology & Older Adults. Ryerson University, 350 Victoria Street, Toronto, Ontario, Canada M5B 2K3.
- Marston, H.R. (2010). Let Older Adults Decide: Wii vs PS-2. The University of Guelph-Humber, 207 Humber College Blvd, Toronto, Ontario, M9W 5L7.
- Marston, H.R. (2006). Developing Digital Diversity Conference, Thames Valley University, London, Invited Panel Speaker.
- Marston, H.R. (2006). CODEWORKS ATL Project. Urban Learning Space, Glasgow, Scotland, Invited Speaker, One hour presentation, Q&A
External collaborations
I have a wide breadth of networks and external collaborations from academia (national/international), Third Sector, Policy, and Industry.
International links
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I am a member of the Gerontological Society of America (GSA) and I am currently undertaking work with Technical Officers from the World Health Organization.
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Previously I have held a position on the National Executive Board for the British Society of Gerontology.
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Between 2017 and 2019 I was a member of the Research Committee at The Open University and previously I was an elected member to the position of Technology Chair for the Emerging Scholar & Professional Organisation (ESPO). This is the student arm of the Gerontological Society of America (GSA).
Projects
Cognitive gaming as a vaccination for PTSD arising from CEOPs work
The primary research question we are seeking to address is: 1. How might PTSD like symptoms, such as flashbacks, be reduced in police officers and staff who are repeatedly exposed to trauma. The hypotheses we are planning to test are: • Undertaking a demanding, visuospatial task such as playing the Tetris game, will reduce the frequency of PTSD like symptoms in police officers dealing with CSA imagery. • EDMR treatment will reduce the frequency of PTSD like symptoms in police officers dealing with CSA imagery. • This project addresses an increasingly important operational issue of supporting the health and wellbeing of officers and staff who are exposed to trauma as a routine part of their role, using a relatively simple to employ and cost-effective intervention.
Gamification for Health & mHealth Apps for Police & Blue Light Personnel: A Scoping Review
Seeking CPRL funding to undertake a scoping review to ascertain existing evidence of mHealth Apps designed and developed for Police/blue light Personnel. This would provide initial evidence to be used in conjunction with the funded CPRL project ‘Cognitive gaming as a vaccination for PTSD arising from CEOPs work’; in a bid to scale up and apply for larger funding grants.
Publications
Book
Book Chapter
Environmental Design For An Ageing Population (2020)
Digital Game Technology and Older Adults. (2017)
Gamification: Applications for Health Promotion and Health Information Technology Engagement (2016)
Older women on the game: understanding digital game perspectives from an ageing cohort (2015)
Digital Game Aesthetics of the iStoppFalls Exergame (2014)
Games for health in the home: gaming and older adults in the digital age of healthcare (2014)
Journal Article
Ten questions concerning older people and a sustainable built environment (2025)
Use of Digital Health Technologies for Dementia Care: Bibliometric Analysis and Report (2025)
Ten questions concerning older people and a sustainable built environment (2025)
Editorial: Post-pandemic digital realities of older adults (2023)
Leisure innovation and the transition to retirement (2022)
Games for health & mHealth apps for police & blue light personnel: A research review (2021)
Ten questions concerning age-friendly cities and communities and the built environment (2021)
Use of menstruation and fertility app trackers: a scoping review of the evidence (2021)
[Editorial] Age-Friendly Cities and Communities: State of the Art and Future Perspectives (2021)
Improving Older People’s Lives Through Digital Technology and Practices (2021)
Technology & Social Media during COVID-19 Pandemic (2020)
Defeating the Boss Level … Exploring Inter-and-Multigenerational Gaming Experiences (2020)
OK Cupid, Stop Bumbling around and Match Me Tinder: Using Dating Apps Across the Life Course (2020)
How does a (Smart) Age-friendly Ecosystem look in a Post-Pandemic Society? (2020)
Use of menstruation and fertility app trackers: a scoping review of the evidence (2020)
COVID-19 and the secret virtual assistants: the social weapons for a state of emergency (2020)
Learning from COVID-19: Design, Age-friendly Technology, Hacking and Mental Models (2020)
What role can videogames play in the COVID-19 pandemic? (2020)
Creating Age-Friendly Communities: Housing and Technology (2019)
Retirement Transitions among Baby Boomers: Findings from an Online Qualitative Study (2018)
E-Leisure and Older Adults: Findings from an International Exploratory Study (2018)
Physically Active Leisure and the Transition to Retirement: The Value of Context (2017)
A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older (2016)
The design of a purpose-built exergame for fall prediction and prevention for older people (2016)
Technology use, adoption and behaviour in older adults: results from the iStoppFalls Project (2016)
Flow experience of older adults using the iStoppFalls exergames (2016)
Picture your nursing home: Exploring the sense of home of older residents through photography (2015)
Extracare: does it promote resident satisfaction compared to residential and home care? (2015)
Breaking down barriers: hospice palliative care as a human right in Canada (2013)
Understanding the Nintendo Wii console in long-term care facilities (2013)
Digital gaming perspectives of older adults: content vs interaction (2013)
Design recommendations for digital game design within an ageing society (2013)
Older adults as 21st century game designers (2012)
Ambient assisted living and care in The Netherlands: the voice of the user (2011)
Other
Written evidence (TGB0036) (2024)
UK, US and NATO Written Evidence [UNA0004] (2021)
Written evidence [PTC0018] (2021)
Beyond Digital: Planning for a Hybrid World (2021)
Written evidence [LOL0017] (2020)
Evidence to the COVID-19 Committee (LBC0224) (2020)
Written evidence [LBC0135] (2020)
Evidence to the COVID-19 Committee (LBC0135) (2020)
Ageing: Science, Technology and Healthy Living (2019)
Intergenerational Influences on the Understanding and Use of Technology in Later Life (2016)
Presentation / Conference
Gen X and Digital Games: Looking back to look forward (2018)